/*
    The MIT License

    Copyright (c) 2010 IFMO/GameDev Studio

    Permission is hereby granted, free of charge, to any person obtaining a copy
    of this software and associated documentation files (the "Software"), to deal
    in the Software without restriction, including without limitation the rights
    to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
    copies of the Software, and to permit persons to whom the Software is
    furnished to do so, subject to the following conditions:

    The above copyright notice and this permission notice shall be included in
    all copies or substantial portions of the Software.

    THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
    IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
    FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
    AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
    LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
    OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
    THE SOFTWARE.
*/

#pragma once

/*-----------------------------------------------------------------------------
	GFX :
-----------------------------------------------------------------------------*/

class EFRGFX : public IFRGFX {
	public:
						EFRGFX			( class EFRGFXSystem *gfxs );
						~EFRGFX			( void );
	
		virtual void	AllocSprites	( uint num );
		virtual void	SetTexture		( const EString &texname, ERSGFXBlend blend );
		virtual void	SetColor		( uint sprite_id, const EColor &color );
		virtual void	AimToCamera		( uint sprite_id, const EPoint &origin, float size, float angle, float aspect );
		virtual void	SetVertices		( uint sprite_id, const EPoint *vertices, const ETexCoord *uvs0, const ETexCoord *uvs2 );
		virtual void	SetCrossFade	( uint sprite_id, float xfade );
		virtual void	SetVisible		( uint sprite_id, bool visible );
		
		void			Render			( IPxEffect effect );
		
	protected:
		class EFRGFXSystem	*gfxsys;
	
		struct Quad {
			Quad() {	
				visible	=	false;
				xfade	=	0;
			}
			bool	visible;
			EPoint	verts[4];
			ETexCoord	uvs0[4];
			ETexCoord	uvs1[4];
			EColor	color;
			float	xfade;
		};

		void			DrawQuads ( void );
	
		
		IPxTexture		texture;
		ERSGFXBlend		blend;
		
		std::vector<Quad>	quads;
	};